This is a mod made for Incryption to create custom cards, sigils, starter decks, tribes, encounters and more using JSON files.
Version 2.0 of this mod is designed to create full compatibility with Version 2.0+ of the API. JSON files compatible with this API will have an extension of .JLDR2
As a mod creator using JSONLoader you can press "shift + r" to apply the changes you've made to any jldr2 files without having to restart the game.
You can use this online JSON Schema validator to avoid syntax errors, and make sure the fields are correct in your jldr2 files. Just put the contents of the corresponding schema from the Schema folder located in the JSONLoader files or on the github page in the left hand panel, and the contents of the jldr2 file that you want to validate in the right hand panel. If the json appears to be invalid the website will tell you where the error is and what exactly is wrong.
There is also a GUI based version that is an option, just input a schema in the panel at the bottom of the page and copy the json from the right hand panel when done!
Files go anywhere in the plugins folder, along with the artwork required for said file.
In order to have compatability with mod manager, version 2.0.0 breaks backwards compatability by default. Don't worry though! This mod comes with a backwards compatibility mode that can optionally be turned on. When turned on, all existing .JLDR files will be read in, converted to .JLDR2 files, and dumped back into the folder where the original JLDR was found. However, I cannot guarantee that the version will be 100% correct, especially when it comes to assigning the appropriate prefix to the card (see the first heading below under 'Custom Cards').
If you are a card creator, the best course of action is to set the config option to convert all JLDR files, manually inspect the JLDR2 files generated to ensure they are correct, then publish your mod with a brand new set of JLDR2 files.
For the most part, JLDR2 and JLDR are the same. The key differences are outlined here:
Previously, base game abilities and mod-added abilities were handled differently; they were completely separate parts of the file. Now, base game abilities and mod-added abilities are kept in the same list. Base game abilities are referred to by their enumerated name, such as "Flying" or "Reach." Mod-added abilities are referred to by a combination of the Mod GUID and their name. For example, the "Deathburst" ability from Void's sigil pack (part of the popular "All the Sigils" mod) is referred by the string "ATS.Deathburst"; in this example, "Deathburst" is the name of the ability, and "ATS" is the GUID of the mod.
So to create a card with both Flying and Deathburst, you would do something like the following:
"abilities": [ "Flying", "ATS.Deathburst" ]
This holds true for all custom enumerations on a card. In the case of Abilities and Special Abilities, this is very different behaviour from previous versions of JSONLoader. However, all enumerations are treated this way. For example, mod added Traits, Metacategories, special stat icons, etc can all be handled exactly the same way.
Previously, these parameters were set as individual objects on the card. In a JLDR2, they have been "flattened" into the main card definition. The best way to understand this is to see an example:
JLDR
{
"evolution": {
"name": "Bear",
"turnsToEvolve": 1
},
"tail": {
"name": "BearTail",
"tailLostPortrait": "taillessbear.png"
},
"iceCube": {
"creatureWithin": "FrozenBear"
}
}
JLDR2
{
"evolveIntoName": "Bear",
"evolveTurns": 1,
"tailName": "BearTail",
"tailLostPortrait": "taillessbear.png",
"iceCubeName": "FrozenBear"
}
As you can see, the JLDR2 file has fewer child objects that have to be defined; the evolve, tail, and ice cube parameters are now on the card itself, reducing the overall size of the card file.
To create your own cards you just create a .jldr2 file (written in json) and fill in all the fields you want your card to have (fields you don't include will be defaulted). The name field is required, and the rest are optional with default values (though that would be a boring card). Those fields and their values are specified in the table below. For reference, an example custom card (8 more f*cking bears_example.jldr2) is included in the Cards folder in this repo.
If you are creating a new card, you need to consider how to name your card so that it does not end up accidentally sharing a name with someone else's card in the future. The accepted way to prevent naming collisions in the community is to prefix the names of your cards with a simple name or code representing your card pack. For example, if you are adding a bunch of cards for Act 3 themed around the all-time classic action movie The Matrix, you might prefix all of your cards with "matrix_" - for example, "matrix_Neo" and "matrix_Trinity." Then, if someone comes along after you and creates a card pack based on mythology and religion, and they also want to create a card called Trinity, they will name their card "myth_Trinity," and we no longer have any issues with having two cards named "Trinity." Note that they can both still be called "Trinity" on the card, but the internal game name is different.
Cards that are loaded via JSONLoader should indicate what their specific prefix is using the modPrefix field. This helps the card loading process recognize that you have properly prefixed your card and aren't simply using snake_case naming for multi-word cards. More specifically, we can't tell if a card named "Snow_Man" represents a snowman card, or if it's a card named "Man" with a mod prefix of "Snow."
Note that if your card's name and prefix don't match, the game will force it to match. So if your card's name is "StrongBad" and your card prefix is "HSR", the internal name of your card will be "HSR_StrongBad".
To edit a card from the base game, you similarly create a .jldr2 file and fill in the fields you want to edit on the card. You must include the name to be able to identify the card; the mod prefix is not necessary. Any fields you fill out will be changed, and everything else will stay the same. Note that you can only edit cards from the base game this way: you cannot edit cards from other mods.
Cards have lots of fields that can be filled - this is a list of all field names and their purposes. The fields you wish to include in the .jldr2 file should be copied exactly from this table, and any fields that refer to Enums.md or Card Names.md should have their strings be copied exactly from there.
Field | Description |
---|---|
name | [Required] A string for the name the game will use to identify the card - should contain no spaces. When editing, this field must match the card's name (See Card Names.md for a list of ingame card names) |
displayedName | [Optional] [Default: ""] A string for the name displayed on the card |
description | [Optional] [Default: ""] A string for the description Leshy gives when you find the card |
metaCategories | [Optional] A string array of meta catagories the card has. See Enums.md for the list that the game ships with. These can also be fully qualified guid+ability strings if they were added by another mod. |
cardComplexity | [Optional] [Default: Vanilla] A string for the complexity of the card (See Enums.md for a list of levels of complexity) |
temple | [Optional] [Default: Nature] A string for which Scrybe created the card |
baseAttack | [Optional] [Default: 0] An integer value for the attack of a card |
baseHealth | [Optional] [Default: 1] An integer value for the health of a card |
hideAttackAndHealth | [Default: false] A boolean value to toggle if the cards attack and health are visible |
bloodCost | [Optional] [Default: 0] An integer value for the blood cost of a card |
bonesCost | [Optional] An integer value for the bones cost of a card |
energyCost | [Optional] An integer value for the energy cost of a card |
gemsCost | [Optional] A string array for the gems cost of a card (See Enums.md for a list of gems) |
specialStatIcon | [Optional] An string for which special stat icon the card has. See Enums.md for the list that the game ships with. These can also be fully qualified guid+ability strings if they were added by another mod. |
tribes | [Optional] An string array for the tribes the card belongs to. See Enums.md for the list that the game ships with. These can also be fully qualified guid+ability strings if they were added by another mod. |
traits | [Optional] An string array for the traits a card has. See Enums.md for the list that the game ships with. These can also be fully qualified guid+ability strings if they were added by another mod. |
specialAbilities | [Optional] A string array for the special abilities a card has. See Enums.md for the list that the game ships with. These can also be fully qualified guid+ability strings if they were added by another mod. |
abilities | [Optional] A string array for the sigils a card has. See Enums.md for the list that the game ships with. These can also be fully qualified guid+ability strings if they were added by another mod. |
evolveIntoName | [Optional] The name of the card that this card will evolve into when it has the Evolve sigil |
evolveTurns | [Optional] The number of turns to evolve |
defaultEvolutionName | [Optional] The name the card will have when it evolves (when it doesn't have evolve_ fields set) |
tailName | [Optional] The name of the tail card produced when this card has TailOnHit |
tailLostPortrait | [Optional] The .png file to switch the card's art with when the tail is lost |
iceCubeName | [Optional] The name of the card generated when the card has the IceCube ability |
flipPortraitForStrafe | [Optional] A boolean to determine if the cards portrait should flip when it uses one of the strafe sigils |
onePerDeck | [Optional] A boolean value that toggles if there can be only one of the card per deck |
appearanceBehaviour | [Optional] A string array for the behaviours the cards appearance should have. See Enums.md for the list that the game ships with. These can also be fully qualified guid+ability strings if they were added by another mod. |
texture | [Optional] A string for the name of the card's image (must be .png). If it is in a subfolder within Artwork the subfolder should preceed the file name seperated by a '/' (or your system equivelent) |
altTexture | [Optional] A string for the name of the card's alternate image (must be .png) |
emissionTexture | [Optional] A string for the name of the card's emission image (must be .png) |
titleGraphic | [Optional] A string for the name of the card's title image (must be .png) |
pixelTexture | [Optional] A string for the name of the card's act2 image (must be .png) |
animatedPortrait | [Unavailable] |
decals | [Optional] A string array for the texture names of a card decals (must be .png) |
Besides cards JSONLoader also allows you to create sigils. To do this, your file needs to end in '_sigil.jldr2'.
Here is the documentation for making sigils.
JSONLoader also allows you to create talking cards! To do this, your file needs to end in '_talk.jldr2'.
All of the documentation for that can be found here!
JSONLoader also allows you to create starter decks. To do this, your file needs to end in '_deck.jldr2' and should look like this:
{
"decks": [
{
"name": "DeckName1",
"iconTexture": "icon.png",
"cards": [ "Card1", "Card2", "Card3" ]
},
{
"name": "DeckName2",
"iconTexture": "icon2.png",
"cards": [ "Card4", "Card5", "Card6" ]
}
]
}
Note that you can define any number of starter decks in a single '_deck.jldr2' file, and that the expected format of a '_deck.jldr2' file looks very different than that of other jldr2 files.
JSONLoader also allows you to create tribes. To do this, your file needs to end in '_tribe.jldr2' or '_tribes.jldr2' and should look like this:
{
"tribes": [
{
"name": "TribeName1",
"guid": "YourModGuid",
"tribeIcon": "tribeicon_custom1.png",
"appearInTribeChoices": true,
"choiceCardBackTexture": "card_rewardback_custom1.png"
},
{
"name": "TribeName2",
"guid": "YourModGuid",
"appearInTribeChoices": false
}
]
}
Note that much like starter decks, any number of tribes can be defined in a single '_tribe.jldr2' file. Also note that if a tribe doesn't have a choiceCardBackTexture, one will be auto-generated based on the tribe's icon.
JSONLoader also allows you to create encounters. To do this, your file needs to end in '_encounter.jldr2' and should look like this:
{
"name": "",
"minDifficulty": 0,
"maxDifficulty": 0,
"regions": [""],
"dominantTribes": [""],
"randomReplacementCards": [""],
"redundantAbilities": [""],
"turns": [{
"cardInfo": [{
"card": "",
"randomReplaceChance": 0,
"difficultyReq": 0,
"difficultyReplacement": ""
}]
}]
}
These are all the vanilla regions that you can use for your encounters: Alpine, Forest, Midnight, Midnight_Ascension, Pirateville, Wetlands
Things you need to know:
- When saving an encounter file it must end in "_encounter.jldr2"
- Remember to check if the json is valid (jsonlint is a good website to check)
- When making encounters with custom cards, the internal name is used (including prefixes, ex: IGCC_Boar)
Show/hide
part | description | example |
---|---|---|
name | Internal name, utilized by debugmenu to test your encounter | name: "Example.JungleTheme" |
minDifficulty | How far into a level you should be in for the encounter to show up, determined by map nodes and KCM challenge skulls. (REDUNDANT: currently broken, use 1) | minDifficulty: 6 |
maxDifficulty | How far into a level you should be for the encounter to stop appearing. (REDUNDANT: currently broken, use 99) | maxDifficulty: 32 |
regions | What maps should the encounter appear in, multiple can be selected | regions: [ "Wetlands", "Alpine", "Forest"] |
dominantTribes | What tribe should be selected when the encounter is a totem battle | "dominantTribes":["Feline"] |
randomReplacementCards | What cards should be chosen from a pool, when randomReplacementChance is defined in a slot | "randomReplacementCards": [ "Stoat", "Sparrow", "Snapper" ] |
redundantAbilities | What abilities shouldn't appear when the encounter is a totem battle | "redundantAbilities": ["TouchOfDeath"] |
turns | The entire blueprint of the encounter | "turns": [{ }] |
cardInfo | the individual row blueprint, card placements are randomized | "cardInfo":[{card:"Wolf"},{card:"Opposum"}] |
card | What the card should be. | "card": RatKing |
randomReplaceChance | How much, in percentage, of a chance should a random card replace "card" from the randomReplaceCards pool. | "randomReplaceChance":50 |
difficultyReq | What level should the "difficultyReplacement" card replace the originally defined card (works on node level and challenge skulls). | "difficultyReq": 16 |
difficultyReplacement | What card should replace the originally defined card, when the player reaches the specified "difficultyReq" level. |
Show/hide
Internal | In-game | Boss' map |
---|---|---|
Alpine | Snow line | Trapper/Trader |
Wetlands | Wetlands | Angler |
Forest | Woodlands | Prospector |
Midnight | Leshy | Final Boss |
Midnight_Ascension | Leshy (KCM) | Final Boss in KCM |
Pirateville | Royal | alt. Final Boss |
Unless you have mods that allow battles before the final boss, Midnight, Midnight_Ascension and Pirateville are redundant.
Show/hide
{
"name": "Example.BirdEncounter",
//internal name
"minDifficulty": 1,
//how far into the map you need to go before you stumble into this. (unused, best to leave it at 1)
"maxDifficulty": 32,
//how far until this encounter stops appearing (unused, best leave it at a high level)
"regions": [
"Alpine",
"Forest"
],
//what maps should this encounter appear in (alpine and forest is specified, will only show up in prospector and trapper/trader's map [Woodlands and Snow line respectively])
"dominantTribes":
[
"Bird"
],
//the tribes that will be used as heads in totem battles
"randomReplacementCards":
[
"Sparrow",
"RavenEgg",
"Porcupine",
"AntFlying",
"Cuckoo",
"Adder",
"Bee"
],
//pool of cards that will be drawn at random when a random chance card is specified
"redundantAbilities":
[
"Flying"
],
//what abilities won't appear during totem battles
"turns": [
{
"cardInfo": [
//wave 1
{
// 1st card
"card": "Sparrow",
//"sparrow is specified"
"randomReplaceChance": 50,
//"50% chance of a random card from the randomReplacementCards pool"
"difficultyReq": 15,
//"what level of difficulty (how many nodes you've passed + challenge tweaks in KCM) should be passed until the sparrow/random card is replaced by the difficultyReplacement"
"difficultyReplacement": "Vulture"
//"the card that replaces the original card in the battle when a level requirement is met
},
{
//"2nd card"
"card": "RavenEgg",
"randomReplaceChance": 25,
"difficultyReq": 10,
"difficultyReplacement": "Raven"
}
]
},
{
//wave 2
"cardInfo": [
{
"card": "Sparrow",
"randomReplaceChance": 50,
"difficultyReq": 15,
"difficultyReplacement": "Vulture"
},
{
"card": " ",
//card is blank, no card shall be placed, useful for hiding cards until a specific level requirement or random chance cards (Not required for purposefully empty slots)
"randomReplaceChance": 25,
"difficultyReq": 10,
"difficultyReplacement": "Raven"
}
]
}
]
}
JSONLoader also allows you to add music tracks to the Gramophone in Leshy's cabin. To do this, your file needs to end in '_gram.jldr2' and should look like this:
{
"Prefix": "Example",
"Tracks": [
{
"Track": "MyTrack.mp3",
"Volume": 1
},
{
"Track": "AnotherTrack.wav",
"Volume": 1
}
]
}
You should put your mod's prefix in the "Prefix" field. You can add as many tracks as you want inside of "Tracks", following the example above.
"Track" should be the name of your audio file. The audio file should be located inside of the BepInEx/plugins
folder. The supported audio formats currently are MP3, OGG, WAV and AIFF.
"Volume" should be the volume of your track, from 0 to 1, where 0 is silence and 1 is full volume. If you want your track to be at half volume, for example, you can put 0.5 in the Volume field.
If you want to translate your cards into other languages, add the language suffix to the end of the field name.
For example, if you want to translate the displayedName field into French, you would add a displayedName_fr field to your card.
{
"name": "JSON_SuperHypeMan",
"modPrefix": "ExampleMod",
"baseAttack": 6,
"baseHealth": 9,
"displayedName": "Super Hype Man",
"displayedName_fr": "Super Animateur",
"displayedName_it": "Super Uomo dell'Eccitazione",
"displayedName_de": "Super Stimmungsmacher",
"displayedName_es": "Super Animador",
"displayedName_pt": "Super Animador",
"description_tr": "Süper Coşku Adamı",
"description_ru": "Супер Человек-Аниматор",
"description_ja": "スーパーハイプマン",
"description_ko": "슈퍼 하이프 맨",
"description_zhcn": "超级炒作男",
"description_zhtw": "超級炒作男"
}
{
"languageName": "Polish",
"languageCode": "nl",
"resetButtonText": "Reset with Polish",
"stringTablePath": "stringtable.csv"
}
{
"fontReplacementPaths": [
{
"Type": "Liberation",
"AssetBundlePath": "en_mainfont.assetbundle",
"FontAssetName": "en_mainfont",
"TMPFontAssetName": "en_mainfont"
}
]
}
To replace a mask that a boss puts on their face you can do it in a few ways.
This will replace the angler mask model with a flat surface and apply a texture to it. The image dimensions are 1000x1500
{
"maskName": "JSON_TestMask",
"type": "Override",
"texturePath": "testmask.png",
"maskType": "Angler"
}
If you want to keep the original model but replace the texture you can add a field specifying the model type as below.
"modelType": "Angler"
All custom regions need their files to be named ending with _region.jldr2
.
JLDR2
{
"name": "TestRegion",
"tier": 0,
"addToPool": true,
"terrainCards": ["BaitBucket"],
"encounters": ["Skinks"],
"likelyCards": ["Bullfrog"],
"dominantTribes": ["Insect"],
"bossPrepEncounter": "Submerge",
"boardLightColor": "0,193,122,255",
"cardsLightColor": "0,129,255,255",
"mapAlbedo": "customRegion_mapAlbedo.png",
"bosses": ["ProspectorBoss"],
"fillerScenery": [
{
"minScale": {"x": 0.06, "y": 0.05},
"maxScale": {"x": 0.09, "y": 0.22},
"prefabNames": ["Tree_3_Mossy"],
"radius": 0.06,
"perlinNoiseHeight": true
}
],
"scarceScenery": [
{
"minDensity": 0.10,
"minInstances": 40,
"maxInstances": 50,
"minScale": {"x": 40.00, "y": 40.00},
"maxScale": {"x": 50.00, "y": 50.00},
"prefabNames": ["Fern_1"],
"radius": 0.05,
"perlinNoiseHeight": true
}
],
"predefinedScenery": [{
"minScale": {"x": 0.06, "y": 0.05},
"maxScale": {"x": 0.09, "y": 0.22},
"prefabNames": ["Tree_3_Mossy"],
"radius": 0.06,
"perlinNoiseHeight": true,
"rotation": {"x": 0, "y": 0, "z": 0},
"scale": {"x": 1, "y": 1, "z": 1}
}],
"dialogueEvent": {
"eventName": "TestRegion",
"mainLines": ["The rank smell of rot and mold permeated the humid air.", "Every step forward was answered by some nearby slip or slither."],
"repeatLines": [["The air grew thick with moisture...", "The buzzing and chirping of insects drowned out the sound of your footfalls..."],
["As the air grew humid your boots became harder to pull from the mud.", "The dank smell of tepid water invaded your nostrils."]]
}
}
Which position in the run the region will appear in. (Broken as of API 2.19.3) 0. Any order
- First region in the run
- Second region in the run
- Third region in the run
If set to true then the region will be added to the pool of regions available to be randomly chosen in ascension runs.
List of terrain cards that can be placed on the board when starting fights.
NOTE: cards listed here need ot have the Terrain trait.
Encounters that that can appear during fights.
Extra Cards that can appear during ThreeChoice event nodes to be added to your deck.
Tribes that decide what card will appear in the Oil painting and in ThreeChoice event nodes.
The encounter that will be used to for the boss fight. If not specified then a random encounter will be chosen according to the node and games difficulty
Color that the map will show when moving between nodes
Color tint cards will have.
Name of an image that will be used on the map.
Name of bosses/opponents that can appear when in this region.
List of Props that are scattered around the region.
- minScale and maxScale are the minimum and maximum scale of the prop.
- prefabNames are the names of the props that can appear on the map. see MapScenery.png for list of props.
- radius is the radius of the area the prop that no other props can appear in.
- perlinNoiseHeight is a boolean that determines if the prop position is randomized or not
Main props that are put on the map.
- minDensity Not used
- minInstances Minimum amount of instances that can spawn per map
- maxInstances Maximum amount of instances that can spawn per map
- minScale and maxScale are the minimum and maximum scale of the prop. Various per prop
- prefabNames are the names of the props that can appear on the map. see MapScenery.png for list of props.
- radius is the radius of the area the prop that no other props can appear in.
- perlinNoiseHeight is a boolean that determines if the prop position is randomized or not
Props that will always appear in the map.
- minScale and maxScale are the minimum and maximum scale of the prop. Various per prop
- prefabNames are the names of the props that can appear on the map. see MapScenery.png for list of props.
- radius is the radius of the area the prop that no other props can appear in.
- perlinNoiseHeight is a boolean that determines if the prop position is randomized or not
- rotation Set rotation for all the props
- scale Set scale for all the props
- eventName Name of the dialogue event that plays when entering the region. Use the same name as the region.
- mainLines The dialogue that plays when first entering the region
- repeatLines Dialogue that plays every other time you enter the region or start a new map in the same region.
Items that can be randomly given to the player when in this region.
Items are powerful tools that can be awarded. Similar to configils this is how to create an item to appear in the game.
Create a file with _item.jldr2
at the end of the file name.
{
"GUID": "TestMod",
"rulebookName": "Geck Army",
"rulebookDescription": "Puts 4 Gecks in your hand",
"description": "The Geck Army is a powerful force to be reckoned with. It's a good thing you're the one in control of it.",
"icon": "base64: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",
"abilityBehaviour": [
{
"trigger": {
"triggerType": "OnActivate"
},
"drawCards": [
{
"card": {
"name": "Geck",
"retainMods": "false"
}
},
{
"card": {
"name": "Geck",
"retainMods": "false"
}
},
{
"card": {
"name": "Geck",
"retainMods": "false"
}
},
{
"card": {
"name": "Geck",
"retainMods": "false"
}
}
]
}
]
}
Key | Description | Default |
---|---|---|
GUID | GUID of the mod | "" |
rulebookName | Name appears in rulebook | "" |
rulebookDescription | Description that appears in rulebook | "" |
description | LearnText that Leshy says first time seen | "" |
icon | Icon that appears in the rulebook and model if specific modelType requires it | null |
bottledCardName | (Optional) Assign this if you want the item to be a card in a bottle | "" |
regionSpecific | Is this item only accessible in specific regions? (Assigned in regions)_ | false |
notRandomlyGiven | If True then the item will not appear as a choice to be collected | false |
rulebookCategory | Which act should this item appear in? | "Part1Rulebook" |
modelType | What is the appearance of this item? | "BasicRuneWithVeins" |
pickupSoundId | The sound this item makes when the player chooses/activates it | "stone_object_up" |
placedSoundId | The sound this item makes when it lands during a battle | "stone_object_hit" |
examineSoundId | The sound this item makes when the player hovers their mouse over it | "stone_object_hit" |
powerLevel | Likelihood of this item being chosen to be randomly given to the player | 1 |
Vanilla inscyrption has items that are just a card in a bottle. When you activate it duriong a battle it gives you that card. This is what you need to do to add a new bottled card to the game.
Make a file with _item.jldr2
at the end of the file name
{
"GUID": "TestMod",
"bottledCardName": "Urayuli",
"icon": "base64:iVBORw0KGgoAAAANSUhEUgAAAGQAAACWAgMAAABV1sXVAAAAAXNSR0IB2cksfwAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAlQTFRFAAAAAAAAAQEB7L2CIAAAAAN0Uk5TAP//RFDWIQAAAflJREFUeJzt10tyhCAQBmC0io3r4Q4pT8ERWMh9rFnmFNasLE6ZBnx0w08yr81UhUrMyKd00zJGlXqpae8tBJ8asC7L9JikLZLcB0S1xTfFtKVr5KZMK+tNfA15pto7JCpWtZbcp00txiXRSKaW2CimLd1jcqHtBUr685jkioEaUEFdLBGqTjwJybZCwFWgPsrBIjHKKW3hNbVxWUNxlB5cO5rENSRukaS6oBWfOz9OdFNMEnh9nPZTB24i1NdRReE6OKOBMMcBMsw2aDncEbr6dh+jmHI4sx9a5X0OXwTS55FGBmKjF3mzjGQgsSfyFiOIHRFVlEFm2gz6S6LtyXGRBTGnyAS68z9K52XSXEQJpEwMnOZy3DvSByZ2pzyQOUXJ9pJUNygh/dyH+HFcKllCuAVqtYS93S/DIQurgZRViFWjEJ7/++Ua1gHK0lMvkpVmO1P2SAaaJZaRZEw14EJ1o5+VfudatibFMRGj0Y1/uENWvmKKc9jN9G+5tiRWDcuyuZQxrxoFRWUJWGLt+J2ZJE8+BVLsWUS7Pi+AFG6uJEBJE51zIYCsoSV74Z6Q9QkBo8XJ3IrcJpUP/x6L6lBxx1ydr7jqpfD2+eJbou4V84zYf2mKfMCwHPie4c8K4h3IHHvle9P2vuTr1ybNwXLhJ0lgVva/qf0AKeWOroyqESEAAAAASUVORK5CYII="
}
Simply download with Thunderstore Mod Manager!
To install this plugin you first need to install BepInEx as a mod loader for Inscryption. A guide to do this can be found here
You will also need the newest version of the InscryptionAPI plugin.
Finally, you simply need to put the JSONLoader.dll folder in BepInEx/plugins.
The easiest way to check if the plugin is working properly or to debug an error is to enable the console. This can be done by changing
[Logging.Console]
\## Enables showing a console for log output.
\# Setting type: Boolean
\# Default value: false
Enabled = false
to
[Logging.Console]
\## Enables showing a console for log output.
\# Setting type: Boolean
\# Default value: false
Enabled = true
in Inscryption/BepInEx/Config/BepInEx.cfg
To add cards to your deck to test if your cards work, you can download the debug menu mod
If you want help debugging you can ask in the #jsonloader channel in the Inscryption modding discord server.